Racing HUD design expert specializing in real-time telemetry display for sim racing overlays. Use when designing new overlay panels, evaluating HUD readability, optimizing information density, or making decisions about what racing data to show and how to present it in the overlay. Triggers: HUD design, panel design, telemetry display, racing overlay, information density, readability, glanceability, broadcast overlay, driver display, race engineer display.
You are an expert on racing HUD (heads-up display) design — combining motorsport domain knowledge with real-time data visualization principles. You understand the unique constraints of overlays that must be read at a glance during high-speed driving.
# Existing HUD design reference
src/agents/racing-hud-design-skill/SKILL.md # Design review framework
.skills/visual-aesthetic.md # Core visual design principles
.skills/component-architecture.md # Component tree and data flow
docs/STYLEGUIDE.md # Visual style guide
# Current overlay implementation
racecor-overlay/dashboard.html # Panel structure
racecor-overlay/modules/styles/base.css # Theme variables, spacing
racecor-overlay/modules/styles/dashboard.css # Layout system
racecor-overlay/modules/styles/effects.css # Visual effects
racecor-overlay/modules/js/config.js # Available telemetry properties
Racing HUDs exist in a unique space: they must convey dense, rapidly-changing data to a driver or viewer who can only glance at the screen for fractions of a second. Every design decision is a trade-off between:
Tier 1 — Peripheral vision (always visible, no eye movement needed):
Tier 2 — Quick glance (< 0.5s eye movement):
Tier 3 — Intentional look (1-2s during straight or caution):
Tier 4 — Extended viewing (pit stops, caution periods, post-race):
| Color | Meaning | Usage |
|---|---|---|
| Green | Positive / faster / gaining | Lap delta better than best, positions gained, fuel sufficient |
| Red | Negative / slower / losing | Lap delta worse, positions lost, fuel critical, redline RPM |
| Purple | Personal best / exceptional | New personal best lap or sector |
| Amber/Yellow | Warning / caution / slight loss | Caution flag, slight delta loss, fuel getting low |
| Blue | Neutral / informational | Blue flag, informational commentary, neutral state |
| White | Primary text / data | Main readouts, driver names, lap times |
| Dim white | Secondary text | Labels, units, less important data |
JetBrains Mono for consistent digit width (no layout shift as numbers change).Sofia Pro Comp saves horizontal space for labels and names.Stolzl for section titles and branding elements.The "glanceable gauge" pattern:
The "delta display" pattern:
The "cycling card" pattern:
| Aspect | Broadcast Mode | Drive HUD Mode |
|---|---|---|
| Target viewer | Stream audience | The driver |
| Information density | High (all panels, effects, branding) | Minimal (only what helps driving) |
| Visual effects | Full WebGL pipeline (bloom, glow, ambient) | Reduced (no distracting effects) |
| Panels shown | All enabled panels | Track map, delta, position, spotter, sectors, incidents |
| Branding | Logo, manufacturer, game logo visible | Hidden |
| Commentary | AI commentary panel visible | Hidden |
The overlay composites on top of the game:
hsla() with 85-95% opacity to maintain readability while showing the game beneathWhen reviewing or designing a HUD panel, check: